Welcome Guest [Log In] [Register]

Fairy Tail RPG

Staff Members:

神 Administrators:
{{Inara Serra}}
{{Mazohyst}}

主 Global moderators:
{{Ajimeister}}

座 Guild Librarian
{{Fumus}}
{{Sachio Hanabe}}

裁 Mission Moderators:
{{
Kanna}}
{{Reya Starylight}}
{{Hadou}}

司 Librarians:
{{Potato}}
{{Mango}}
{{Grond}}

Fairy Tail Guild RP Current News


Hey everyone, it's me, your Lord and Savior, your Once and Future King, and your new Admin-for-Life Unlimit Sendo. I'm here to drop some turnbuckle-diving elbows and awesome news. There's been some relatively small updates to rulings regarding summon familiars and single summons. Additionally, there's also been a pretty big update in regards to the AP shop which reorganizes it and adds a ton of new stuff. You can find that in the AP Shop section under Item Creation. Check it out.

FTG Staff
Quick Links:

{{Fairy Tail RPG Rules}}

{{Fairy Tail RPG News}}

{{Character Creation Template}}

{{Character Modification Template}}

{{Mission Creation}}

{{Mission Request}}

{{Grading Request Topic}}

{{Guild Members}}

{{Item Creation}}

{{FTG and You: The Guide 3.0}}

{{Project Jumpstart: For Newbies!}}

Locked Topic
Special Magic Systems and Pets
Topic Started: Dec 28 2010, 09:06 AM (29,136 Views)
Draven Eclipse
Member Avatar
The Aftermath Is Secondary
Posted Image

Buffs and Debuffs refer to techniques -or even entire magics- that affect the statistics of yourself or even sometimes others. Take Over could be considered a type of buff however they should not be confused. A buff provides a smaller bonus, and does not change your appearance, but is also less restrictive, allowing you to continue to use your other techniques.

Note that, unlike before, you are now allowed to more freely customize your Buffs and Debuffs instead of having exact set numbers. For instance, if a Double Stat Buff indicates a value of 62, this means you are free to distribute these stats among two stats of your choice. However, a single stat can not take up more than 2/3rds of a Buff's total for a Dual Stat buff, and more than 1/2 for a three or more stat buff. This applies to Debuffs in the same manner.

Buff Techniques


Debuff Techniques
Edited by Mazohyst, Jul 2 2016, 09:05 PM.
Offline Profile Goto Top
 
Draven Eclipse
Member Avatar
The Aftermath Is Secondary
Posted Image
"Dragons are intelligent beings that apparently live in solitude not wishing to meddle in human affairs. This lifestyle makes most people think they don't exist. They are extremely powerful creatures, so powerful that a form of magic had to be created to combat them. Each dragon seems to control a variety of the elements."

Dragons and Anti-Dragons


What Makes A Dragon?
-----


This is something that has been a little ambiguous over the years and with the note that "Dragon-like" pets/summons/TO forms can be made you now need to know exactly what you can and cannot do as what falls under the term "Dragon" and what falls under the term "Drake" or "Wyvern":

Spoiler: click to toggle





More Dragon Slayer Rules can be found here and here!
Edited by Inara Serra, May 18 2016, 09:32 PM.
Offline Profile Goto Top
 
Draven Eclipse
Member Avatar
The Aftermath Is Secondary
Posted Image

As most of us know, exquip magic is a magic that is well known in Fairy Tail Anime/Manga. Exquip is a type of magic that fundamentally lets one store an item, piece of equipment, or weapon into a pocket dimension and summons them to be used by the user, other techniques granted by the magic related to your equipment generally. While all exquip magic’s must have the requip technique, every other technique may be unique, though common techniques for exquip mages include levitating weapons and creating temporary weapons from magic.

Exquip
Edited by Inara Serra, May 18 2016, 09:30 PM.
Offline Profile Goto Top
 
Ghost6442
Member Avatar
Embrace Madness! It wants hugs...
Posted Image
Before we launch into how Pets work, here is a short list of the terms we're using, including what a pet actually is.

Glossary

A Pet like all creatures has SP (and if it has a magic stat, TP). The amount of SP a Pet has is half the total SP of their Owner, plus a small constant based on the Pet’s Class. Additionally Pets have a SP cap based on their class that cannot be exceeded regardless of how much SP the Owner has. Regardless of the amount of SP a Pet has it has the full amount of TP available as determined by its Class and outlined in the table below inside the spoiler. Like a mage, the Pet does not have to spend the TP immediately (perhaps waiting for additional SP to increase its magic rank). The price of Pets, its available SP, TP, and Natural Equipment, a template to use, and additional rules, follow.

Pet Table and Rules
Edited by Inara Serra, May 18 2016, 09:30 PM.
Offline Profile Goto Top
 
Cloud
Member Avatar
Who you calling chocobo head...

Posted Image
- is the act of calling forth a creature…or thing, to do your bidding.


Important Points

Presented below are two major classes of summoner. For a mage that summons items from a pocket dimension, see the rules for exquip mages.

Standard
Summoners with multiple summons, whether they call forth Stellar Spirits, Celestials, Demons, Fae, Ghosts, Elementals, Animals, really any creatures you can think of, plus some you probably haven’t (except for dragons, see Important Points above). Despite having multiple summons, without a technique only one summon may by summoned at once.

Standard Summoner Rules


The Single Summon or Pet Mage
This Summoner has only one summon that is always present, an animal companion, a bound knight or spirit, it could be nearly anything (not a dragon, see Important Points above), but only ever one.

Single Summon Rules


Swarm or Team Summons
Sometimes you just want to summon more than one being at once, you know? Maybe it's a trio of sisters, maybe it's a swarm of bees or a pack of rats. For these cases, you look at the following rules:
Team Summons

Swarm Summons


Extra Techs
There are several options to further enhance your summons. These extra optional techniques are just the tools you need to do so.

Extra Techs


Size Limitations

How big can my summon be?
Edited by Magohyst, Apr 1 2018, 05:06 PM.
Offline Profile Goto Top
 
Cloud
Member Avatar
Who you calling chocobo head...

Posted Image
Take Over is the act of being able to transform yourself to increase your power and abilities.

Take Over Introduction and Technique
Take Over in the manga is traditionally an advanced caster magic that lets you transform into a being you truly ‘know’ which, for many Take Over mages, is obtained by defeating the creature. However, on this site any magic or technique that lets you transform will almost certainly use some aspect of the Take Over rules, particularly the Take Over Technique Progression.
Take Over Introduction and Technique



Magics that use Take Over
While many magic concepts can use transformation techniques and trying to list every possible use of them is impossible, three broad uses are detailed below. As has been said before, these represent the most common uses, but not the only ones.
Take Over Magic’s
Offline Profile Goto Top
 
Tenken
Member Avatar
Hoennese and proud!

Posted Image

Archive Magic is the intrinsic magical ability of some people and beings to be able to analyse their surroundings, particularly the magic of other beings, and understand what they are seeing and experiencing. Those men, women and others who are capable of using Archive Magic are a select few, for this magic is extremely rare, and they are capable of not only understanding and analysing the magic of other beings but also being able to store this information into a personal archive -or matrix- and then access it at later dates in order to utilise this information in one of a few different ways. While all Archive Magic users do have a few base techniques in common there are always differences however, though the common techniques are fairly well documented.

Archive Magic


Additional Techniques?
Edited by Inara Serra, May 18 2016, 09:26 PM.
Offline Profile Goto Top
 
Inara Serra
Member Avatar
Honesty without tact is cruelty.

Posted Image

[Anti-Magic Umbrella]
Summary
When it comes to magic that can directly impede other magic, there are three categories within the Anti-umbrella:

Disruption: Magic that prevents other magic from being successfully cast.
Nullification: Magic that nullifies, or gets rid of, already present magic.
Retaliation: Magic that punishes or triggers off the usage of magic.

If any of the above three are enticing to your character, then the magic you may have will fall under the umbrella of Anti-Magic, a magic type that uses and revolves around those categories. If your magic is Tier 1, then it may be allowed all three categories, while being Tier 2 would only be allowed two of those categories, and it should be chosen and mentioned in your magic description at creation. Magic and magic techniques that fall under this Anti-umbrella can not be accessed through other means, such as through Items, Pets, Archive, nor under other magic systems such as Takeover, Summons, Exquip, and Holder. Anti-magic is not allowed as Tier 3.

Although the categories under the Anti-umbrella can be straightforward in mechanical theme, your version of Anti-magic is allowed to have any sensibly singular visual theme/aesthetic (Ex. appearing like black static).

When you choose which Tier and which category of Anti-magic to have, you will also be given an extra Opener technique depending on which categories of Anti-magic you have access to, one per category available (Tier 1 will be given all three; Tier 2 will be given the two of the categories you chose). Each of these techniques start at their Starting rank, or '0', and will already be in effect. However, you will have the choice to upgrade these techniques like you would with any other technique via Technique Points (TP). You are free to name these techniques however you please, but you must leave the Type, Range, and Effect as stated (you are allowed to 'refluff' the Effect text as long as the mechanical information is kept).


Descriptions and Limitations

Disruption: Can have techniques that deal with negating or disrupting attempts of casts and cause them to fail. Some methods can be creating a zone-like AoE, single target, multi-target, target-linking, anything of the like. They may lower the effectiveness of higher-ranked techniques if unable to outright prevent it from being cast as well. A TP-count is used in order to determine how many techniques can be prevented. In general, the TP-count can usually range from 1x to 2.5x of the Disruption technique depending on range, duration, cooldown, and number of targets (see examples for a better idea). Users of this category are also able to sense relative magic capabilities (can determine if others' magic is higher or lower and no other details), which can be accessed through their Opener technique.
Disruption Opener and Example Techniques


Nullification: Can have techniques that erases or nullifies magic that has already been cast and has a duration, such as fading away shields, clones and constructs, environmental effects, and the like. When these techniques are created, at their broadest they may nullify the category of either an Offensive, Defensive, or Support/Utility technique, or choose to nullify something more specific in order to increase range/lower cooldown/other benefits/etc. Unlike regular techniques, there may be multiple versions of these simple broadest-affecting techniques (e.g. you can have five Offensive-nulls if you want). Physiological passives can not be affected, such as flight or sensory caused by nonhuman traits (use discretion). Nullification techniques do not follow a TP-count, but instead follow a duration-count. Unless specified, techniques that are nullified remain nullified for the duration even if they move out of range afterward. Magic that is nullified is absorbed to power up a simple offensive, defensive, or utility technique as per their Opener technique.
Nullification Opener and Example Techniques


Retaliation: Can have techniques whose effects set off whenever a target attempts magic (when they attempt to cast a technique). These triggered effects do not disrupt nor nullify the target's magic, but instead act as punishment. The effects can vary from a wide range of dealing damage, mitigating damage, counters and reflects, support with buffs or debuffs to the caster/enemies (stats or nonstat), other utilities and the like, and do not always have to solely affect the triggering target. The Opener technique allows the user to 'brand' the target in some way (physically, visually, mentally; details decided at creation) so that the targets are aware of their risk, and Retaliation effects can only work off from these branded targets. The Retaliation technique being used can be chosen at the time of being triggered.
Retaliation Opener and Example Techniques


Universal Rules
Even if an Anti- technique does not explicitly mention any of these points, they are still constantly applied:

Universal Rules



Notes for Reflect
As a repeated note, Reflect effects are only allowed under Retaliation and perhaps other magics that are sensible to have them (such as explicitly defensive/reactive/reflect-counter specialized magics). Since Reflect effects have been brought up, here are some general generic notes for those non-Retaliation magics:
  • A technique with a reflection effect can only have that one effect, similar to how armor-piercing and barrier-piercing can only ever be the single effect of a technique.
  • The projectile being reflected can only return back toward the sender with half of the full distance and doesn't refresh the distance already traveled.
  • The 'shield' portion of the technique is considered [Rank]-1 worth, but can still reflect up to one [Rank] incoming technique. This means if you attempt to reflect a same-rank technique, then you will take mitigated damage as per the usual of generic shields (something like ~50% discretion). The rebounded technique then deals at most -1 rank's worth of its original damage.
  • As a note, not having a reflect technique does not mean an incoming offensive technique can not be attempted to be deflected by some action or clash of magic ; you could always attempt to deflect an incoming attack or offensive technique since combat is free-form, though as always discretion is advised. Having a reflect technique simply allows a surefire attempt at bouncing back an attack directly toward the enemy caster.
Online Profile Goto Top
 
Inara Serra
Member Avatar
Honesty without tact is cruelty.

Posted Image

Holder is a type of magic that fundamentally focuses on either a single specific item OR, in the case of consumables, a type of item. A Holder Mage's magic revolves around supporting, enhancing, and generally using their Holder Item for various effects. As a result, without their item, a Holder Mage may be at a disadvantage, but in exchange receive powerful effects that no other mage has, combined with support for their items.

When making a Holder magic, you need to pick a theme for your magic to focus around. For example, a Holder magic called "The Guardian" might focus around armors (whether an armor set or a singular piece) and defensive techniques, or you could have an elemental theme, utilizing elements with your attacks.

Important Points


General Holder Rules
Online Profile Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
ZetaBoards - Free Forum Hosting
Free Forums. Reliable service with over 8 years of experience.
Learn More · Sign-up Now
« Previous Topic · Roleplay Information & Rules · Next Topic »
Locked Topic

NSRP One Piece Explore Pokemon Godai TOGETHER WE FALL: A NON-CANON NARUTO RP FF:Adventure Scarlet Night Overtale, A Post-Pacifist Undertale RP Red Like RosesSengoku HorizonRorupurei
[ Copy this | Start New | Full Size ]